/*
 * This program is free software; you can redistribute it and/or modify
 * it under the terms of the GNU General Public License as published by
 * the Free Software Foundation; either version 2, or (at your option)
 * any later version.
 *
 * This program is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 * GNU General Public License for more details.
 *
 * You should have received a copy of the GNU General Public License
 * along with this program; if not, write to the Free Software
 * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
 * 02111-1307, USA.
 *
 * http://www.gnu.org/copyleft/gpl.html
 */
package com.l2dot.gameserver.handler.itemhandlers;

import com.l2dot.Config;
import com.l2dot.gameserver.handler.IItemHandler;
import com.l2dot.gameserver.model.L2ItemInstance;
import com.l2dot.gameserver.model.actor.instance.L2PcInstance;
import com.l2dot.gameserver.model.actor.instance.L2PlayableInstance;
import com.l2dot.gameserver.network.SystemMessageId;
import com.l2dot.gameserver.network.serverpackets.ExAutoSoulShot;
import com.l2dot.gameserver.network.serverpackets.MagicSkillUser;
import com.l2dot.gameserver.network.serverpackets.SystemMessage;
import com.l2dot.gameserver.templates.L2Item;
import com.l2dot.gameserver.templates.L2Weapon;
import com.l2dot.gameserver.util.Broadcast;

/**
 * This class ...
 *
 * @version $Revision: 1.1.2.1.2.5 $ $Date: 2005/03/27 15:30:07 $
 */

public class BlessedSpiritShot implements IItemHandler
{
	// all the items ids that this handler knowns
	private static final int[] ITEM_IDS  = 
	{
		3947,
		3948,
		3949,
		3950,
		3951,
		3952 
	};
	private static final int[] SKILL_IDS = 
	{
		2061,
		2160,
		2161,
		2162,
		2163,
		2164 
	};

	/* (non-Javadoc)
	 * @see com.l2dot.gameserver.handler.IItemHandler#useItem(com.l2dot.gameserver.model.L2PcInstance, com.l2dot.gameserver.model.L2ItemInstance)
	 */
	public synchronized void useItem(L2PlayableInstance playable, L2ItemInstance item)
	{
        if (!(playable instanceof L2PcInstance)) return;

        L2PcInstance activeChar = (L2PcInstance)playable;
        L2ItemInstance weaponInst = activeChar.getActiveWeaponInstance();
        L2Weapon weaponItem = activeChar.getActiveWeaponItem();
        int itemId = item.getItemId();

        if (activeChar.isInOlympiadMode()){
        	SystemMessage sm = new SystemMessage(SystemMessageId.THIS_ITEM_IS_NOT_AVAILABLE_FOR_THE_OLYMPIAD_EVENT);
			sm.addString(item.getItemName());
			activeChar.sendPacket(sm);
			sm = null;
        	return;
        }

        // Check if Blessed Spiritshot can be used
        if (weaponInst == null || weaponItem.getSpiritShotCount() == 0)
        {
            if(!activeChar.getAutoSoulShot().containsKey(itemId))
                activeChar.sendPacket(new SystemMessage(SystemMessageId.CANNOT_USE_SPIRITSHOTS));
            return;
        }

        // Check if Blessed Spiritshot is already active (it can be charged over Spiritshot)
        if (weaponInst.getChargedSpiritshot() != L2ItemInstance.CHARGED_NONE) return;

        // Check for correct grade
        int weaponGrade = weaponItem.getCrystalType();
		if ((weaponGrade == L2Item.CRYSTAL_NONE && itemId != 3947) ||
    		(weaponGrade == L2Item.CRYSTAL_D && itemId != 3948) ||
    		(weaponGrade == L2Item.CRYSTAL_C && itemId != 3949) ||
    		(weaponGrade == L2Item.CRYSTAL_B && itemId != 3950) ||
    		(weaponGrade == L2Item.CRYSTAL_A && itemId != 3951) ||
    		(weaponGrade == L2Item.CRYSTAL_S && itemId != 3952))
        {
            if(!activeChar.getAutoSoulShot().containsKey(itemId))
                activeChar.sendPacket(new SystemMessage(SystemMessageId.SPIRITSHOTS_GRADE_MISMATCH));
            return;
        }

        // Consume Blessed Spiritshot if player has enough of them
		if (!Config.NOT_CONSUME_SHOTS)
		{
        if (!activeChar.destroyItemWithoutTrace("Consume", item.getObjectId(), weaponItem.getSpiritShotCount(), null, false))
        {
            if(activeChar.getAutoSoulShot().containsKey(itemId))
            {
                activeChar.removeAutoSoulShot(itemId);
                activeChar.sendPacket(new ExAutoSoulShot(itemId, 0));

                SystemMessage sm = new SystemMessage(SystemMessageId.AUTO_USE_OF_S1_CANCELLED);
                sm.addString(item.getItem().getName());
                activeChar.sendPacket(sm);
            }
            else activeChar.sendPacket(new SystemMessage(SystemMessageId.NOT_ENOUGH_SPIRITSHOTS));
            return;
        }
		}
        // Charge Blessed Spiritshot
        weaponInst.setChargedSpiritshot(L2ItemInstance.CHARGED_BLESSED_SPIRITSHOT);

        // Send message to client
        activeChar.sendPacket(new SystemMessage(SystemMessageId.ENABLED_SPIRITSHOT));
        Broadcast.toSelfAndKnownPlayersInRadius(activeChar, new MagicSkillUser(activeChar, activeChar, SKILL_IDS[weaponGrade], 1, 0, 0), 360000/*600*/);
	}

	public int[] getItemIds()
	{
		return ITEM_IDS;
	}
}
